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Check the first post: The mission templates now have multiplayer functions for broadcasting messages and code to all connected clients/server. And the new player names script. Use these templates to speed up your mission uploads! The name script will be injected to all missions.

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Mission templates updated to include TG Gear (an ammo box selection system that allows you to choose a kit and get all you need in 1 second), Group Manager, INS Revive, and more!! Includes a 16 player set up that is supported by TGU.

Bundled everything together in a package which is part of the CfgFunctions. Pre-compiling these scripts at load time makes them up to 20x faster than running them as sqf scripts. Part of my optimization crusade.

Made everything simpler from developer perspective. One line in the description file will take care of everything else.

You can either spectate your own body or the base. No longer able to spectate teammates. (In favor of performance and fight against cheating against the AI.)

Added a really cool feature. Now anybody can revive if they are near a medical truck. So if all medics are down, it is not the end of the world. A regular soldier who has a first aid kit can drag, carry or vhicle transport a medic to a medical truck to revive them

Fixed a bug with the squad marker system. Red and Green markers were crated when squadmates were in a vehicle.

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As per request, I am updating my mission template. Nowadays I am no longer including revive in my missions. This is based on AirCav_Rogain and is very bare. If you want something changed ask me via PM or on TS. But this includes all the entries in description,ext, different inits etc..

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As requested, I am sharing the template for 1Life2Life missions. The important thing in this would be the following entries on the description.ext file. This would allow JIPs to take unused slots and be able to join the game of that playable character's starting position in the editor. What this means is, if players die mid-game they can JIP also to take unused slots. Also the BIS spectator mode launches once a player is killed:

The 1Life2Live mission does not refer to the players' virtual life, rather the character in the editor. Say 4 playable characters are in the mission. 2 players start the mission. One them dies, now there are only 3 playable characters in the mission with one of the occupied. The remaining 2 characters are still playable either by a JIP or the player who died just now.

The beauty of the revive script that we often use would be that it can be used with any type of respawn configuration because the damage is handled by the script and characters really are not killed, unless they bleed out. So I am sharing two different templates. 1Life2Live without revive and 1life2live with revive.

The following templates are based on Island01. Some of the tasks, and automatic addition of long range radio and stuff are still in there. PM me if you are confused and I will try to explain how to get rid of them: